mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-28 14:21:07 +00:00
a7c5179ef9
replace all occurrences reffering PatchTables, StencilTables, and their factories.
193 lines
5.8 KiB
C++
193 lines
5.8 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OPENSUBDIV3_FAR_PATCH_MAP_H
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#define OPENSUBDIV3_FAR_PATCH_MAP_H
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#include "../version.h"
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#include "../far/patchTable.h"
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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/// \brief An quadtree-based map connecting coarse faces to their sub-patches
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///
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/// PatchTable::PatchArrays contain lists of patches that represent the limit
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/// surface of a mesh, sorted by their topological type. These arrays break the
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/// connection between coarse faces and their sub-patches.
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///
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/// The PatchMap provides a quad-tree based lookup structure that, given a singular
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/// parametric location, can efficiently return a handle to the sub-patch that
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/// contains this location.
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///
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class PatchMap {
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public:
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typedef PatchTable::PatchHandle Handle;
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/// \brief Constructor
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///
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/// @param patchTable A valid set of PatchTable
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///
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PatchMap( PatchTable const & patchTable );
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/// \brief Returns a handle to the sub-patch of the face at the given (u,v).
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/// Note : the faceid corresponds to quadrangulated face indices (ie. quads
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/// count as 1 index, non-quads add as many indices as they have vertices)
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///
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/// @param faceid The index of the face
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///
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/// @param u Local u parameter
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///
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/// @param v Local v parameter
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///
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/// @return A patch handle or NULL if the face does not exist or the
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/// limit surface is tagged as a hole at the given location
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///
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Handle const * FindPatch( int faceid, float u, float v ) const;
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private:
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inline void initialize( PatchTable const & patchTable );
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// Quadtree node with 4 children
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struct QuadNode {
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struct Child {
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unsigned int isSet:1, // true if the child has been set
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isLeaf:1, // true if the child is a QuadNode
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idx:30; // child index (either QuadNode or Handle)
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};
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// sets all the children to point to the patch of index patchIdx
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void SetChild(int patchIdx);
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// sets the child in "quadrant" to point to the node or patch of the given index
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void SetChild(unsigned char quadrant, int child, bool isLeaf=true);
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Child children[4];
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};
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typedef std::vector<QuadNode> QuadTree;
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// adds a child to a parent node and pushes it back on the tree
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static QuadNode * addChild( QuadTree & quadtree, QuadNode * parent, int quadrant );
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// given a median, transforms the (u,v) to the quadrant they point to, and
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// return the quadrant index.
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//
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// Quadrants indexing:
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//
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// (0,0) o-----o-----o
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// | | |
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// | 0 | 3 |
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// | | |
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// o-----o-----o
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// | | |
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// | 1 | 2 |
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// | | |
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// o-----o-----o (1,1)
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//
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template <class T> static int resolveQuadrant(T & median, T & u, T & v);
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std::vector<Handle> _handles; // all the patches in the PatchTable
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std::vector<QuadNode> _quadtree; // quadtree nodes
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};
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// given a median, transforms the (u,v) to the quadrant they point to, and
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// return the quadrant index.
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template <class T> int
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PatchMap::resolveQuadrant(T & median, T & u, T & v) {
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int quadrant = -1;
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if (u<median) {
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if (v<median) {
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quadrant = 0;
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} else {
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quadrant = 1;
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v-=median;
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}
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} else {
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if (v<median) {
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quadrant = 3;
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} else {
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quadrant = 2;
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v-=median;
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}
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u-=median;
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}
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return quadrant;
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}
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/// Returns a handle to the sub-patch of the face at the given (u,v).
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inline PatchMap::Handle const *
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PatchMap::FindPatch( int faceid, float u, float v ) const {
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if (faceid>=(int)_quadtree.size())
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return NULL;
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assert( (u>=0.0f) and (u<=1.0f) and (v>=0.0f) and (v<=1.0f) );
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QuadNode const * node = &_quadtree[faceid];
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float half = 0.5f;
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// 0xFF : we should never have depths greater than k_InfinitelySharp
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for (int depth=0; depth<0xFF; ++depth) {
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float delta = half * 0.5f;
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int quadrant = resolveQuadrant( half, u, v );
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assert(quadrant>=0);
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// is the quadrant a hole ?
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if (not node->children[quadrant].isSet)
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return 0;
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if (node->children[quadrant].isLeaf) {
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return &_handles[node->children[quadrant].idx];
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} else {
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node = &_quadtree[node->children[quadrant].idx];
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}
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half = delta;
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}
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assert(0);
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return 0;
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}
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} // end namespace Far
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif /* OPENSUBDIV3_FAR_PATCH_PARAM */
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